Natural Selection 2

got in to one game where few guys with marenes, just destroyed us aliens, played 4 games or so in that room all loss, minum res that one guy got from marenes 60/10~ every game, and its not like we had bad commander. sutuation like this makes me dislike this game.

Based on my experience (which is very limited) 26 h of gaming should mean at least 50 matches. How has it felt in the rest 45+ matches you have played? Marines winning 90 % of the time and half of those the aliens had no chance what so ever?

I have only played a few matches and so far I would say that it seems pretty balanced if the teams are balanced which they usually aren't on "rookie friendly" servers.

It all comes down to the skill level of a team. If you get lucky and have equally (decently) skilled teams the game really shines and you'll see it is amazingly well balanced for an asymmetrical FPS/RTS hybrid. The huge influx of new players (and yes, with 26 hours you are still new and Rookie), the game balance severly suffers as certain things tend to just not work as well (for example coordinating a bile-bomb rush to make the marines that are just attacking your main hive beacon back to base in order to counter attack their other base straight away).

Also the game is balanced around team interaction. If your team has all the tech in the game maxed out it won't be able to win if it isn't playing as a team. It takes a lot of experience to find out about all the team play mechanics this game has to offer, so just give it some more time before passing final judgement.

Aliens are and have always been the more powerful team although the game is much more balanced than it has ever been. Aliens use to win every single competive match and had a 75% win rate in public games. The problem is that right now most people playing are new and aliens are much harder to play than marines. When you get players who know how to Fade and Lerk aliens become unkillable. I can easily carry a game as a Fade or Lerk. The problem is these classes are hard as ♥♥♥♥ to play and rookies throw their lifeforms away too easily because they lack map awareness and knowledge of game mechanics.

TLDR; The game is not balanced around rookies but competive players and Vets.

well the game has its inbalances depending on the server. i have played on a server where an exo only had 280 hp and meaning fades had even more. and like 2 - 3 strikes of onos wich runs faster then an exo and that exo is down. also theres somme pionts in the game where the aliens have 9 biomass due to very rapid expantion they can just place infestation in the base. also i think theres an inbalance in acr and whips. becuas whips attack poeple and strctures but have to stay on infestation to be effective. acrs have to be deployed and the comander needs to scan before the acr can see things it needs to attack and it only attacks structures.okay i agrea the marines have turrets to attack aliens. but still they have very short range meaning aliens can eazly just jump out of range. and they reciure a sentrie power source to and they are inmobile.

(if you take sentrys in real life they have onboard power source and if we wanted we just put a remote conroled platform under it and we have a mobile sentry or paste that sentry to an acr and it would attack aliens to.)

so basicly marines need to spend loads on defnce. while aliens just biuld 1 thing and move it around.

on the other hand if marines get jetpacks and flametrowers before aliens have oni they can basicly but alienes off and suround them .

so this game is basicly whoever get tmost recourses fastest wins almost garantead.but if marines dont stay at base at start the base just gets rushedand aliens win anyway.

well the game has its inbalances depending on the server. i have played on a server where an exo only had 280 hp and meaning fades had even more. and like 2 - 3 strikes of onos wich runs faster then an exo and that exo is down. also theres somme pionts in the game where the aliens have 9 biomass due to very rapid expantion they can just place infestation in the base. also i think theres an inbalance in acr and whips. becuas whips attack poeple and strctures but have to stay on infestation to be effective. acrs have to be deployed and the comander needs to scan before the acr can see things it needs to attack and it only attacks structures.okay i agrea the marines have turrets to attack aliens. but still they have very short range meaning aliens can eazly just jump out of range. and they reciure a sentrie power source to and they are inmobile.

(if you take sentrys in real life they have onboard power source and if we wanted we just put a remote conroled platform under it and we have a mobile sentry or paste that sentry to an acr and it would attack aliens to.)

so basicly marines need to spend loads on defnce. while aliens just biuld 1 thing and move it around.

on the other hand if marines get jetpacks and flametrowers before aliens have oni they can basicly but alienes off and suround them .

so this game is basicly whoever get tmost recourses fastest wins almost garantead.but if marines dont stay at base at start the base just gets rushedand aliens win anyway.

Sorry, but a lot of your points make no sense. Are you suggesting it would be a good game design decision to make sentries attachable to ARCs? Mhhhhh.... Your whole talk about AI units (sentries, ARCs, Whips) is a bit off imo. You measure too much importance to these things. It is much more important to get your field players up to speed and give them an edge over the enemy team: they don't cost any team ressources when they get killed, sentries and whips do. AI early game only applies to very special occasions and should be left to when the team is properly equipped.

Marines don't need to spend a lot on defence, quite the contrary. The reason why you see so many marine teams fail atm is because they play too defensive. Marines need to push early, to get harvesters down and deny tech points.

An onos is far off from being the counter to flamethrowers and jetpacks. Don't know where you got that impression, they are the weakest liffeform against jetpackers. You want Fades and Lerks for that job.

If exos come out before armour has been researched it is not the game that is imbalanced but a commander sits in the chair that doesn't know what he/she is doing. It is not the games fault to let people make mistakes and actually get outplayed by better people.

You are right about whoever gets the most ressources is more likely to win the game. It is an RTS from game design in that regard.

Marines should never stay at base at the start. If you expect an early base rush, build an Observatory and make your comm beacon back in case it gets through.

got in to one game where few guys with marenes, just destroyed us aliens, played 4 games or so in that room all loss, minum res that one guy got from marenes 60/10~ every game, and its not like we had bad commander. sutuation like this makes me dislike this game.

Most likely because your team is made of rookie players who don't know how to play Aliens well.

If you take any multiplayer game and put experienced players on one side and new players on another, it's obvious how it's going to go.

New players have this notion of either going in one giant pack and leaving their bases undefended from flanks or going Rambo. Both generally fail.

i would say some of vets are ♥♥♥♥♥♥♥♥♥s, if they like going in to rookie friendlie server and destroying game for those who want to learn it, big F them

Rookie friendly is rookie friendly, not rookie only. Thing is, you don´t get flamed normal on those servers is you play bad, except maybe from other rookies.

You will not get flamed if your commanding is not really good, though you will get flamed if you do nothing in that command chair and don´t talk to your team and rightfully so.

That is what rookie-friendly servers are about and you can learn a lot from the more experienced players on the server, because they will help you, help new commanders, and as well show you how "real opposition" feels.